// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "AnimGraphNode_LinkedAnimGraphBase.h" #include "K2Node_ExternalGraphInterface.h" #include "Animation/AnimNode_LinkedAnimGraph.h" #include "Engine/MemberReference.h" #include "AnimGraphNode_LinkedAnimGraph.generated.h" UCLASS(MinimalAPI) class UAnimGraphNode_LinkedAnimGraph : public UAnimGraphNode_LinkedAnimGraphBase, public IK2Node_ExternalGraphInterface { GENERATED_BODY() public: UPROPERTY(EditAnywhere, Category = Settings) FAnimNode_LinkedAnimGraph Node; // Begin UObject virtual void Serialize(FArchive& Ar) override; // Begin UEdGraphNode virtual void PostPasteNode() override; // Begin UK2Node virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override; // Begin UAnimGraphNode_CustomProperty virtual FAnimNode_CustomProperty* GetCustomPropertyNode() override; virtual const FAnimNode_CustomProperty* GetCustomPropertyNode() const override; // Begin UAnimGraphNode_LinkedAnimGraphBase virtual FAnimNode_LinkedAnimGraph* GetLinkedAnimGraphNode() override; virtual const FAnimNode_LinkedAnimGraph* GetLinkedAnimGraphNode() const override; // IK2Node_ExternalGraphInterface interface virtual TArray GetExternalGraphs() const override; private: // Setup the node from a specified anim BP void SetupFromAsset(const FAssetData& InAssetData, bool bInIsTemplateNode); }; UE_DEPRECATED(4.24, "UAnimGraphNode_SubInstance has been renamed to UAnimGraphNode_LinkedAnimGraph") typedef UAnimGraphNode_LinkedAnimGraph UAnimGraphNode_SubInstance;